Hairplug4men

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MY ACCOUNTS AND ACHIEVEMENTS
GodHairplug4men (U • C • T) Animalist honored.pngChampion honored.pngDueler honored.pngFavorite honored.pngFiend honored.pngHunter honored.pngInvincible honored.pngMartyr honored.pngRaider honored.pngRenegade honored.pngSaint honored.pngBuilder 1st.pngCareerist 1st.pngCoach 1st.pngSeadog 1st.pngShipwright 1st.pngSavior 1st.pngMoneybag 1st.png
Deities of Godville
Hairplug4men 
Champion 1000.jpg
Hero Heybaybay
Personality EVIL
⚜️Guild 
Harvest Moon ☾



Hairplug4men's Arena Guide.

Key tips read this if you read nothing else.

  • Count actions - in regular fights backfires will come one out of every six actions for both opponents. In extra backfire fights backfires will come one out of every four actions for both opponents. Miracles do not count as actions in the backfire count.
  • Voice counting - voices come about 33% success starting from the first voice or on average 3 out of every 10 voices. Rarely more sometimes less.
  • Don't mix - don't mix voice commands stick to telling your hero to do one thing at a time.
  • Blocking - only block on your opponent's turn. In twice as fast fights who's ever name is listed first in the first entry is who turned the whole fight will be. Get the most benefit from blocking when your opponent is punishing and using voice commands.
  • What doesn't matter - alignment, skills, equipment, or auras do not affect anything in the arena.
  • Always do - always restore to 100% before matching an opponent. Always fight even if you think you might be out matched.

Chapter 1: Definitions

  • Actions: punish, encourage, miracle. Each player starts with the ability to use 4 in most fights, 2 in some. If you use an action, your opponent gains an action. Use all of yours without your opponent using any and you become action locked and unable to action.
  • Backfires: In every fight besides multiple backfire fights actions will backfire once out of every 6 actions starting from the first action of the fight. In a multiple backfire fight you will get 1 out of every 4 to backfire. There are three types of backfires for each punish and encourage action. I call them full, both, or nothing. A full back backfire punish will hit you, half will hit both of you and nothing will miss. Encourage will heal your opponent, both of you or miss. (Extra backfire theory updated 4/20/18)
  • VC = Voice commands. Work on key words such as heal, hit, block and pray. Swear words will get a failed voice command mixing voice commands will sometimes get your hero confused and he will not listen. I highly suggest using simple 1 word voice commands to avoid any of those problems. The block or defend command has been theorized only to work on your opponent's turn. Voice commands have a success rate of 3 out of every 10 voice commands.
  • Turns: Each step is designated as a term for either you or your opponent. Turns can look like the following...

A directly attacks B

A indirectly damages B through an object or 3rd party

A does something, B hurts self

A does something, B blocks/evades somehow

A missed or didn’t attack at all

A hurts self

A and B are both hurt (Thanks Tlazolteteo)

Chapter 2: Arena is...

I constantly say what matters in arena is skill, charges, and then luck in that order. In this chapter I will explain what I mean by skill.

Knowing what to do and when. Knowing why you win and why you lose. Means doing everything deliberately and not claiming the great random for your defeats. For instance knowing when remembering to restore your god power. It's a common mistake people make and it can easily cost you a match if you're not restoring properly. Knowing you will get three successful voice commands out of 10 annoying one out of every six actions will backfire is going to help give you an edge on an opponent lacking those same basic skills. Your skills will determine your strategy and your strategy will be determined by your opponent, the type of fight you are in and if you are willing to pay or not. Whether or not you decide to buy charges you can still win with proper strategy in the arena. But not everybody can win all of the fights even with the best strategy and all of the charges in the world the great random still has an effect in the arena. Do not let your losses discourage you. Keep trying and learning and get better.

Chapter 3: Fight types

That was the introduction, I'm going to get into strategies now for different types of fights. Fight types include special fights and everything else. I will discuss my strategies in special fights first first.

  • 3 charge: First always restore to 100% before you match. Always. Second, 3 charge is all about conserving your gp and forcing your opponent to use theirs. Never use attack voices cause sometimes they give gp to the enemy.

Count your's and theirs actions and voice commands. Hold back in the beginning of the fight until you know what your opponent is going to do. If they come out slow, come out slower. Do one vc for every other one of theirs. If they come out hard and fast, give them that first turn then play defensively. If they are punishing each turn use defend vc on theirs. Otherwise if they are switching up their actions stick to heal vc. Keep encouraging yourself and if you see an opportunity take another action from them. Best done when you know you're got high success of a voice command coming through and no chance of a backfire coming up.

If you get a backfire and you're counting their actions and they have one coming up force them to get there by attacking. Use the rest of your guaranteed not to backfire actions within reason to lower their health so they cannot recover from a backfire and will heal you instead. Without the ability to restore more charges and come back from it you will already be up and action on them from the start and you can switch to just voice commands.

Watch your voice commands. If you get your three successful right away out of your second set of 10 stop using GP for voice commands. You probably won't get to your third set of 10 to make any successful anyways. Save them for actions. Although you do not want to get into your second set of six actions and risk a backfire it is better to have them available then to waste your GP on voice commands that are not going to work.

Make sure you count your charges. When you try to use your 4th charge a message will come up alerting your opponent that you have no more charges to use. This can be used in two ways, either by tricking your opponent when you have a lot of GP and making them think you are out and possuming them into using all of theirs. Or by avoiding the fourth charge and not letting them know when you are out.

  • Multiple backfire: backfires in these fights will come 1 out of 4 actions. I highly recommend only using healing and blocking voice commands as to mitigate any back fire coming from your punish. If you get 2 backfires in the first 2 steps your next 2 actions will be successful. Remember to count and use it against your opponent. Some people to to go for action locking with these fights so be careful not to walk into one by being too aggressive. Encouraging backfires hurt much less than a punish backfire so if you know you are due it's probably better to encourage both people or just him as opposed to killing yourself.
  • Twice as fast: in this fight both fighters will be hitting at the same time, but the fight will be one person's turn for the whole match or the others. Whoever is introduced in the first step of the fight is who's turn it is throughout the whole fight. This is important if you match a serial Punisher in this fight. The defend command only works on your opponent's turn. So you might need to encourage and defend his attack the entire fight until he is due for a back fire and then go in for the kill. These fights end in ties a lot.
  • No voice commands: These fights come down to accurately timing your back fires in your actions. 1 out of every 6 starting from the start of the fight will backfire for both you and your opponent. If your due, encourage if you think he is due try to take advantage and punish him on his back fire. These can be tedious fights because there is no edge of voice commands.
  • 2 action limit fight: these fights have recently been my downfall. I rush them when I shouldn't and try to play slow when I should be going all out. Your risk is of getting action locked in these fights, I highly suggest like a lot of fights using the healing and defend voice commands to block any punish backfire.

Chapter 4: Links

Wiki links and game news, reading as much as you can even if it's outdated is going to help you be a more well rounded player.

http://wiki.godvillegame.com/Arena

http://wiki.godvillegame.com/Duels

http://wiki.godvillegame.com/index.php?title=Talk:Harvest_Moon&oldid=38529


Game contributions

Ideas by me and my alts.
68 yes 31 no 1 dupe [11/16/11 03:54PM] I sometimes feel as if my sole purpose in life is to serve as a warning to others.
61 yes 37 no 2 dupes [04/21/12 01:16PM] See a man about a hearse...
57 yes 43 no [08/23/12 09:03PM] backstage pass
56 yes 44 no [01/03/12 05:55PM] I would do anything for you lord, expescially if it's easy.
50 yes 49 no 1 dupe [12/17/11 11:46AM] Organ Grinder
39 yes 19 no [11/16/12 12:29PM] Awoke to a rooster crowing %random god voice%. Ate the fiend and went back to sleep.
36 yes 09 no [04/09/13 10:00AM] This is %hero% over and out.
35 yes 24 no [12/18/12 01:53PM] %rg% if you ask me that 1 more time I'm turning around and going straight back home.
34 yes 27 no 1 dupe [11/28/12 07:28PM] Hello, %rg%. This is %Hero/heroine% calling to ask for your help.
29 yes 08 no [04/15/13 06:41PM] selective hearing aids
27 yes 13 no [12/14/12 01:39PM] %Attacker% turns his %weapon% on vibrate and proceeds to deliver a silent but deadly blow to %defender%.
Gallery of achievements
HP4M 1 year later  
HP4M 2 years later  
HP4M: Year three  
4 honored accounts in one season  
Spectacular fail  
How far is too far?  
How much is too much?  
How much is too much?  
How many is too many?  
Meet HP  

HP THE CARD GAME

Red PLAYER

♥ Actions: A23456 (worth 3 times their face value. Ace is a backfire, roll dice to get value of backfire)

  • hit: hit your opponent
  • heal: heal yourself
    • backfire:
    • nothing: nothing happens
    • both: both players hit or healed
    • full: hits you or heals opponent
      • dice value for backfire
      • 1-2 (nothing backfire)
      • 4-6 (6 or 9 for both players)
      • 3-5 (9 or 15 full backfire)


♦ voices: 1234567JQK (Only face cards are successful voice commands. Roll dice to get value of face card.)

  • hit: hit your opponent
  • heal: heal yourself
  • block: blocks ½ the damage of your opponents turn
    • dice value for voices
    • 1-2 (Low level=6 or 9)
    • 3-4 (Mid level=12)
    • 5-6 (High level=15 or 18)

Score card

RED

MINUS | PLUS | TOTAL |

            |            |               |
            |            |               |
            |            |               |

Black PLAYER

♣ Actions: A23456 (worth 3 times their face value. Ace is a backfire, roll dice to get value of backfire)

  • hit: hit your opponent
  • heal: heal yourself
    • backfire:
    • nothing: nothing happens
    • both: both players hit or healed
    • full: hits you or heals opponent
      • dice value for backfire
      • 1-2 (nothing backfire)
      • 4-6 (6 or 9 for both players)
      • 3-5 (9 or 15 full backfire)

♠ voices: 1234567JQK (Only face cards are successful voice commands. Roll dice to get value of face card.)

  • hit: hit your opponent
  • heal: heal yourself
  • block: blocks ½ the damage of your opponents turn
    • dice value for voices
    • 1-2 (Low level=6 or 9)
    • 3-4 (Mid level=12)
    • 5-6 (High level=15 or 18)

Score card

BLACK

MINUS | PLUS | TOTAL |

            |            |               |
            |            |               |
            |            |               |

Turn Cards (Left over cards minus jokers. Color of the first turn card determines who goes first.)

  • value for turn cards
  • 7-8 (Low level=6 or 9)
  • 9-10 (Mid level=12)
  • J-K (High level=15 or 18)



1: flip a turn card into the discard pile. The color of the turn card determines who goes first. Player 1 then attacks player to for the value of the turn card by writing the value in player two's minus column. Subtract the minus from the total to calculate player two's total now

2: player 2 repeat Step 1.

3: player 1 repeat Step 1.

4: now before player 1 flips a turn card both players decide to themselves what action and voice they want to do for this turn. At the same time when both players are ready they flip their action and voice cards into their respective spots. Then player one flips the turn card. Both players then write any damage dealt to either player in their respective minus columns and any health gained in their respective plus columns before calculating the total.

5: repeat step 4 as player two's turn and continue that way until 1 players total health is diminished past 0.

HP THE GAME BOARD.jpeg